• Title, Summary, Keyword: 창작도구

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The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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포토프린터 시장의 동향 및 전망

  • Yun, Mi-Seon
    • The Optical Journal
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    • pp.32-35
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    • 2005
  • 포토프린터 업계가 디카 유저를 향해‘色’있는 유혹을 시작했다. 디지털카메라의 급속한 성장은 인터넷 블로그와 결합하여 이미지커뮤니케이션 문화를 생성하고 있다. 사진, 필름출력, 인화의 일방적인 프로세스를 거친 아날로그 시대에 비해 디지털카메라는 블로그 및 포토프린터를 통한 프린팅, 디지털/온라인 현상소 등 다양한‘Out-Put'을 생산 해내고 있다. 이제 단지 출력물을 뽑던 과거에서 디지털이미지를 표현해내는 창작물의 도구로 포토프린터는 거듭나고 있다. 이에 발맞춰 최근 삼성전자를 비롯한 한국 HP, 한국엡손, 롯데캐논, 한국코닥, 한국후지필름 등 이미지 프린팅 관련 업계들은 유저들의 소비성향에 맞춘 다양한 포토프린터를 선보이며 공격적인 마케팅을 펼쳐나가고 있어 귀추가 주목되고 있다.

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A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

A Study on the Juxtaposition Technique in Nosan Lee Eun-sang's Sijo - Focusing on the Nosan Sijojip(時調集) - (노산 이은상 시조의 병치 기법 연구 - 노산 시조집을 중심으로 -)

  • Lee, Soon-Hee
    • Sijohaknonchong
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    • v.44
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    • pp.75-103
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    • 2016
  • The purpose of this study is to demonstrate that the main creative attitude in Lee Eun-sang's Sijo relies upon the juxtaposition technique, with paying attention to juxtaposition of being found in the works of being put in the Nosan Sijojip(時調集, collection of Sijo poems), and that this creative attitude provides readers with the easiness for understanding. A type in the juxtaposition technique, which was shown in "Nosan Sijojip", was divided in the dimension of the anaphora in a meaning and the confrontation in a meaning. The anaphora of a meaning was classified into synonymous juxtaposition, comprehensive juxtaposition, specific juxtaposition and syntactic juxtaposition. The confrontation of a meaning was examined in the contradictory juxtaposition. Most of Lee Eun-sang's works are applying this juxtaposition technique. Also, the dynamic of image, which is indicated in juxtaposition, is what was influenced by the British and American imagism. This study will be able to solve problems that modern Sijo has to some extent, and will be helpful even for acquiring the identity in Sijo.

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Development of a Board for Physical Computing Education in Secondary Schools Informatics Education (중등 정보교육의 피지컬 컴퓨팅 교육을 위한 보드 개발)

  • Eom, KiSoon;Jang, YunJae;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.41-50
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    • 2016
  • With the announcement of the revised curriculum in September, 2015, the informatics for a secondary school was designated as compulsory, and Physical Computing section was included. With a leading school, the educational research using Arduino is currently underway, but there remain the problems to be solved to utilize Arduino in the revised curriculum. This study developed educational board which can make it possible for secondary learners to lessen the cognitive burden of hardware, and to experience the process of creation when they learn Physical computing. The characteristics of the board are as follows: First, keeping compatibility with Arduino. Second, provision of the most essential functions for creation. Third, miniaturization. This study composed the board to make it easier for a secondary learner to create. and thinks that it's necessary to continue the research on board development for diverse learners, and class application on the basis of this research.

Study of Creative Musical Play Program for Increasing Peer Relational Skills of Children in Community Child Center (지역아동센터 아동의 또래 관계 기술 증진을 위한 창작 음악극 프로그램 효과 연구)

  • Hur, Hye Jin
    • Journal of Music and Human Behavior
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    • v.7 no.1
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    • pp.37-59
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    • 2010
  • The purpose of this study was to examine how a creative musical play program affected peer relational skills of children in a community child center. The creative musical play program was implemented with six children in K Community Child Center for twenty (20) sessions. To investigate quantitative change, the Peer Relational Skills Scale and the Revised Social Skills Scale (for teachers) were filled out by children and teachers before and after the program. Also, to investigate musical and behavior changes related with peer relational skills in the creative musical program, the responses of children were categorized from the data of the children's responses according to previously identified sub-factors of peer relational skills. The results show that the participants' average scores presented an improvement in peer relational skills. Qualitative analysis of session logs presented that negative factors which had appeared in early sessions changed to positive traits as the sessions went on. In conclusion, the creative musical play program was effective in increasing peer relational skills of children in the community child center.

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Management System of Characters for Storytelling by using Ontology (온톨로지를 이용한 스토리텔링 캐릭터 관리 시스템)

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.107-114
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    • 2008
  • In this paper, a management system of characters and roles for storytelling that is used for drama is proposed with ontology which is a key factor of semantic web. While there are few tools domestically, usage for storytelling with authoring tools is increasing outside. Especially, a study for the management system of characters. roles and casting is not performed. This study proposes a system to control a series of works related with them. It contributes to poor domestic environment of writing, which makes it systematically. Also, it applies semantic web technology by defining ontology.

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A Study on the Function of Props in Animation 1 (애니메이션 소도구의 기능에 관한 소고(小考) 1)

  • Baek, Seung-Gyun
    • Cartoon and Animation Studies
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    • pp.143-160
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    • 2005
  • This study was performed on purpose to consider the charade function of props in directing animation. The prop is gradually expanded its role and scope in modern animation. Its scope covers dramatic factors, creating and changing characters, the means of psychological description or emotional expression, mise-en-scene, montage, creating products etc. Like this, the prop has an important function emotionally or indispensably in human life. Thus, the prop should be a subject that can speak to audiences or viewers, not worthless and silent subject. Hence, the prop should be recognized as a charade having productional function. Nevertheless, the prop has been unnoticed up to now. The function of props should be valued hereafter. The prop itself is meaningless, but it always speaks to audiences on the screen.

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Design and Implementation of Multimedia CAI for Self Directed Learning of Elementary School Music Teaching (초등학교 음악과 자기 주도적 학습을 위한 멀티미디어 CAI 설계 및 구현 -초등학교 음악과 5학년 1학기를 중심으로-)

  • 강병권;설문규
    • Proceedings of the Korean Information Science Society Conference
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    • pp.711-713
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    • 2000
  • 본 논문은 멀티미디어의 특성을 활용하여 초등학교 5학년의 음악과 전 영역을 멀티미디어 CAI로 설계하고 구현함으로써 음악에 대한 기초개념과 악곡에 대한 이해와 관심을높이고 학습자에 대한 개별학습과 교수-학습의 효율성을 높이고자 하였다. 이에 따라서 멀티미디어 CAI에 관한 이론을 탐색하고 CAI의 설계원리 및 교과의 특성을 고려하여 Hannafin와 Peck이 제안한 코스웨어 설계모형을 모델로 하였다. 설계모델에 따라 교육과정을 분석하여 멀티미디어 적용요소를 추출하였으며 저작환경에 적합한 스토리보드 형식을 작성하였다. CAI 코스웨어 설계모형에 준거하여 객체지향적이고 상호대화적인 접근을 가능하도록 멀티미디어 디렉터를 도구로 사용하였다. 본 CAI 프로그램은 멀티미디어(Text, Image, Graphic, animation, sound)를 활용하여 주의집중과 동기유발을 높혔고 특히 가창, 기악, 창작, 감상, 이론적 내용, 형성평가의 모든 음악적 영역을 교육과정의 내용에 일치시켜 충실한 교수-학습이 이루어지게 하여 모든 교사의 현장수업에 대한 부담감을 감소시켰다.

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Musical function of theme song expressed in animated film (애니메이션 영화 <코코(Coco)>에서 표현된 주제곡 음악적 기능 분석)

  • Zhang, xiao-shuang;Xiao, lin;Choi, dong-hyuk;Lee, hyun-seok
    • Proceedings of the Korea Contents Association Conference
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    • pp.61-62
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    • 2019
  • 애니메이션 영화에 있어서 음악은 영화의 예술적 퀄리티를 향상시키는 도구가 되었다. 본 논문은 애니메이션 영화의 주제곡을 애니메이션에서 어떻게 연기할 수 있는지, 애니메이션 음악의 창작과 서사 간에 서로 밀접한 기능과 관계를 탐구한다. 이를 위한 연구는 첫째, 애니메이션과 음악에 대한 이론적인 고찰하며, 둘째 애니메이션 영화 <코코(Coco)>의 사례 분석하며, 주제곡 위주로 음악의 기능적 특징이 애니메이션으로 어떻게 표현되는지를 다룬다. 이에 주제곡은 주제 내용과 중심인물을 둘러싸고 일정한 음악적 이미지를 형성하고 주제를 심화기능을 가지고 있음을 알 수 있다.

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